Files
wwdpublic/Content.Server/Traits/Assorted/SingerSystem.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

158 lines
6.5 KiB
C#

using Content.Server.Instruments;
using Content.Server.Speech.Components;
using Content.Server.UserInterface;
using Content.Shared.ActionBlocker;
using Content.Shared.Damage;
using Content.Shared.Damage.ForceSay;
using Content.Shared.FixedPoint;
using Content.Shared.Instruments;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Mobs;
using Content.Shared.Popups;
using Content.Shared.StatusEffect;
using Content.Shared.Stunnable;
using Content.Shared.Traits.Assorted.Components;
using Content.Shared.Traits.Assorted.Prototypes;
using Content.Shared.Traits.Assorted.Systems;
using Content.Shared.UserInterface;
using Content.Shared.Zombies;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Server.Traits.Assorted;
public sealed class SingerSystem : SharedSingerSystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly InstrumentSystem _instrument = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GotEquippedEvent>(OnEquip);
SubscribeLocalEvent<InstrumentComponent, MobStateChangedEvent>(OnMobStateChangedEvent);
SubscribeLocalEvent<InstrumentComponent, KnockedDownEvent>(OnKnockedDown);
SubscribeLocalEvent<InstrumentComponent, StunnedEvent>(OnStunned);
SubscribeLocalEvent<InstrumentComponent, SleepStateChangedEvent>(OnSleep);
SubscribeLocalEvent<InstrumentComponent, StatusEffectAddedEvent>(OnStatusEffect);
SubscribeLocalEvent<InstrumentComponent, DamageChangedEvent>(OnDamageChanged);
// This is intended to intercept and cancel the UI event before it reaches ActivatableUISystem.
SubscribeLocalEvent<SingerComponent, OpenUiActionEvent>(OnInstrumentOpen, before: [typeof(ActivatableUISystem)]);
}
protected override SharedInstrumentComponent EnsureInstrumentComp(EntityUid uid)
{
return EnsureComp<InstrumentComponent>(uid);
}
protected override void SetUpSwappableInstrument(EntityUid uid, SingerInstrumentPrototype singer)
{
if (singer.InstrumentList.Count <= 1)
return;
var swappableComp = EnsureComp<SwappableInstrumentComponent>(uid);
swappableComp.InstrumentList = singer.InstrumentList;
}
private void OnEquip(GotEquippedEvent args)
{
// Check if an item that makes the singer mumble is equipped to their face
// (not their pockets!). As of writing, this should just be the muzzle.
if (TryComp<AddAccentClothingComponent>(args.Equipment, out var accent) &&
accent.ReplacementPrototype == "mumble" &&
args.Slot == "mask")
CloseMidiUi(args.Equipee);
}
private void OnMobStateChangedEvent(EntityUid uid, SharedInstrumentComponent component, MobStateChangedEvent args)
{
if (args.NewMobState is MobState.Critical or MobState.Dead)
CloseMidiUi(args.Target);
}
private void OnKnockedDown(EntityUid uid, SharedInstrumentComponent component, ref KnockedDownEvent args)
{
CloseMidiUi(uid);
}
private void OnStunned(EntityUid uid, SharedInstrumentComponent component, ref StunnedEvent args)
{
CloseMidiUi(uid);
}
private void OnSleep(EntityUid uid, SharedInstrumentComponent component, ref SleepStateChangedEvent args)
{
if (args.FellAsleep)
CloseMidiUi(uid);
}
private void OnStatusEffect(EntityUid uid, SharedInstrumentComponent component, StatusEffectAddedEvent args)
{
if (args.Key == "Muted")
CloseMidiUi(uid);
}
/// <summary>
/// Almost a copy of Content.Server.Damage.ForceSay.DamageForceSaySystem.OnDamageChanged.
/// Done so because DamageForceSaySystem doesn't output an event, and my understanding is
/// that we don't want to change upstream code more than necessary to avoid merge conflicts
/// and maintenance overhead. It still reuses the values from DamageForceSayComponent, so
/// any tweaks to that will keep ForceSay consistent with singing interruptions.
/// </summary>
private void OnDamageChanged(EntityUid uid, SharedInstrumentComponent instrumentComponent, DamageChangedEvent args)
{
if (!TryComp<DamageForceSayComponent>(uid, out var component) ||
args.DamageDelta == null ||
!args.DamageIncreased ||
args.DamageDelta.GetTotal() < component.DamageThreshold ||
component.ValidDamageGroups == null)
return;
var totalApplicableDamage = FixedPoint2.Zero;
foreach (var (group, value) in args.DamageDelta.GetDamagePerGroup(ProtoMan))
{
if (!component.ValidDamageGroups.Contains(group))
continue;
totalApplicableDamage += value;
}
if (totalApplicableDamage >= component.DamageThreshold)
CloseMidiUi(uid);
}
/// <summary>
/// Prevent the player from opening the MIDI UI under some circumstances.
/// </summary>
private void OnInstrumentOpen(EntityUid uid, SingerComponent component, OpenUiActionEvent args)
{
// CanSpeak covers all reasons you can't talk, including being incapacitated
// (crit/dead), asleep, or for any reason mute inclding glimmer or a mime's vow.
// TODO why the fuck is any of this hardcoded?
var canNotSpeak = !_actionBlocker.CanSpeak(uid);
var zombified = TryComp<ZombieComponent>(uid, out var _);
var muzzled = _inventory.TryGetSlotEntity(uid, "mask", out var maskUid) &&
TryComp<AddAccentClothingComponent>(maskUid, out var accent) &&
accent.ReplacementPrototype == "mumble";
// Set this event as handled when the singer should be incapable of singing in order
// to stop the ActivatableUISystem event from opening the MIDI UI.
args.Handled = canNotSpeak || muzzled || zombified;
// Tell the user that they can not sing.
if (args.Handled)
_popup.PopupEntity(Loc.GetString("no-sing-while-no-speak"), uid, uid, PopupType.Medium);
}
public override void CloseMidiUi(EntityUid uid)
{
if (HasComp<ActiveInstrumentComponent>(uid) &&
TryComp<ActorComponent>(uid, out var actor))
_instrument.ToggleInstrumentUi(uid, actor.PlayerSession.AttachedEntity ?? EntityUid.Invalid);
}
}